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[DE]Marcus

[PC Update 23.5] Revenant Feedback Megathread

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I just did some testing and I found that Mesmer Skin is just trash. After using a Nullifiers for testing I ran into major 2 problems.

1. If Revenant can't stun an enemy like a Nullifier, the stack number won't decrease. It will still go down, but you wont know if it did or didn't.  

2. If Revenant is hit by damage higher than his total of health and shields, he will just die no mater how many stacks he has left. This means that he has no scaling right now, and he can be one shot on sorties 3 missions. Doing index right now would also be a bad idea.

Edit: He might be great in low risk index, since he seams to be able to Enthrall just about anything.

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The recent update was half a step forward and 3 steps back he was honestly better when he launched now not only is his first ability useless but his 4th is worse and his 1st ability is still useless. Why did you make his 1st ability in line with Nekros is should have a cap like Nyx's unlike Nekros who can summon dead enemies Revenant is just a glorified radiation proc.

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One of the biggest problems i have with Warframes like Nekros, Nyx and the addition of Revenant is the size of the controlled targets. They block vision for gunplay and adds to friendly fire clutter.

If i were to do minion summoning the way Revenant, Nekros and to a lesser extent Nyx. I would have them behave more like a Battalion wars, Masters of anima or pikmin style of organisation. Where minions size is decreased or take on a different form. (So they dont obscure vision from gunplay). Aswell as take up formations and strategic lines.

I dont feel like my abilities are interacting with the enemies.

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I'm a little confused with the Abilities tab at the moment. The cost of Danse Macabre is 20 Energy per second, but putting on just Streamline drops that cost to 10/sec. Last time I checked, 70% of 20 isn't 10. I'm not sure if the value hasn't been changed against modded values with the latest update, or what.

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i think one of the reason why the devs dont want to raise the enthrall cap is cause of the pillars of energy they leave behind. i think i good compromise would be if the cap was set to 10 enthrall enemies and 5 energy pillars.

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On ‎2018‎-‎08‎-‎30 at 1:35 PM, (XB1)Knight Raime said:

The fact that they compared it to SoTD either means they are actually out of touch with their game or they saw someone go "at least SoTD gets you 7 enemies" and just ripped that as their reasoning.  Either way it's a bad comparsion.  As those shadows exist to protect Nekros.  Thralls are fodder for the rest of Rev's kit.  So we need more thralls.  Thralls need to be easier to obtain.  and the benefits of thrall synergies need to be better.

Well... they didn't exactly compare it to SotD. They said:

  • Quote

     

    • Enthrall cap for thralled enemies increased from 4 to 7.
      • Developer Note: We listened to the feedback that 4 was too few, so we’ve buffed the number to match Nekros’ max Shadows.
    • Danse Macabre energy cost increased from 12.5 to 20 energy per second.
      • Developer Note: In keeping with changes we've made to Warframes in the past to deter from the "set it and forget" approach, we have increased the energy per second on Danse Macabre. We are hoping that with Enthrall's cap increase you can benefit from more overshield pickups with Danse Macabre.  We’re always looking to iterate on your feedback, please leave yours in the dedicated Revenant feedback megathread

     

    •  

They "matched" the cap, that is a description not a comparison. SotD had it's cap reduced because of performance though Entrall aren't nearly as intensive as SotD but might be more than Chaos. I need to do some testing on whether thralls that summon more enemies have the new enemies come out as thralls (like other Pet capture abilities). They even went so far as to say they 'hope the increased cap benefits more overshield pickups" which is part of the reason they didn't just go back to something like 20 (ignoring all the damage zones left behind). Whether you agree that they should limit it because of a (generally useless) overshield bonus, is different than why it is what it is.

With that said, I do agree that Entralling needs to be more 'enticing' for lack of a better term. Just having allies being able to kill them makes its less useful for anything. Personally there are a couple of changes that might be helpful after playing him a little bit.

  • The original Entrall (case 0 or C0; the first Thrall created by Revenant) is immune to friendly fire (even Revenant). This thrall is then free to infect targets for the duration and can be released by reusing Enthrall. This would make it somewhere between Mind Control and Shadows or Chaos. It would provide Revenant with a steady stream of targets as his C0 attacks giving him access to more damage traps and overshields to then take more damage to then boost his own damage on Danse more consistently. Alternatively, perhaps C0 is a summoned pet (like a special Vomvalyst to Octavia's Roller) that's only role is to enthrall others for the duration to avoid locking up a target like Mind Control (for Defense trolling cases).
  • Mesmer Armor, can automatically Enthrall eligible stunned targets on retribution up to cap. Maybe a new 1 is in order if that happened (though I personally like the control because iirc you gain enemy ability effects like Ancient Healers and Eximus from thralls) but it would also give some opportunities to make thralls for it's bonuses while under Danse. Or maybe it could be an augment.
  • Reave can get Mesmer Armor charges by dashing through thralls. Gives him a little more control of his 2 while using more energy proactively, even during Danse to keep up MA (you can't abuse Rage type mods with MA anyway). My only concern is that it might give him a simple invincibly path though at least it is active (unlike Hysteria and a lesser extent Void mode). Only limiting it to thralls might even it out though. Possibly an augment choice as well.
  • Danse is hard to put my finger on. The increase to the drain might have been too much, on the other hand it is a fairly simple large AoE skill. I believe that it has a little punch through but still LoS basically and only really has an effective height of around his position (less higher than it can reach lower). Maybe play around with the speed of the spin and power with the hold-charge/ramp-up function then cut the base range and add a range increase along with the charge function with the increased energy as well. Maybe it'll be warranted to then again lower the energy drain again.
10 hours ago, Synpai said:

Other frames also have a theme. This ability does not belong to him. From what we've seen from sentients it doesn't match, nor does him turning into smoke and siphoning health and shields when he's invincible.

We really haven't seen a lot of Sentients; he is also not fully Sentient. Its just a function of a skill to make him more durable in place of just giving him all kinds of DR (not far off from Vex) and he already has a pseudo invincible mechanic. Eidolons also have a couple of ways to replenish shields though it has been more allied linked focused rather than offensive siphon. With that said skill looks more cosmetically like a Vomvalyst charge as per:

Quote
  • Reave now looks more like the Vomvalyst charge.

Also as much as people want damage adaptation defensively it is not as practical as people want to make it out as especially when it likely wouldn't lock in as many (likely just one damage type). Damage types don't vary that much but doesn't protect you from most threats especially when those larger threats are a bit more uncommon and would leave you open when you need it most.

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Here are my two ducats, before this thread gets to 100 pages.

I've read the entire thread and I agree a lot with what's going on.  Most people are unhappy with the frame and DE must realize this means something and hopefully will have a second look at his abilities.

The Good: I really like the look and the flame effects on the frame. They're fun to fashion frame and take color well. His armor, while detailed is a little derivative -- he looks like Nidus and Chroma had a love child. But it's good. Sounds: I don't think anyone has mentioned this, but the sounds of his powers are really cool. The callbacks to the eidolons are enjoyable and surprising. They're not redundant (in that they don't exactly repeat upon repeated casts) and they're sometimes subtle. I'm sure there are those out there that are sick of the sound, but for some reason I like hearing them. Also, the sound around the DM is super cool. It sells the power for me. Applause to the sound team!

Passive: Terrible. Terrible. Terrible. I think I'm most annoyed about how utterly unimaginative it is. It's boring. But, most passives are *sigh*. Literally could have been anything else, but it just fails.  Up that range through the roof and maybe we'd have something.

Thralls: Not much to add here. The community has nailed this one and their suggestions are solid. Take their advice DE. I would add that the pillars of fire should periodically emit homing projectiles like the Vomvalysts emit. It would help with ranged mobs and would be yet another layer of cool. Also, up the radius. I like the thought that dead thralls do something else, but the radius makes using this power more painful than it should be.

Mesmer Skin: Same as above. I would echo, however, that sometimes it's a pain to spot who has been stunned, either because of distance or because of numerous mobs running around. Could you wreathe a stunned mob in sentient energy similar to Rev's arm? It would make them stand out for easier targeting and would add a cool effect to boot.

Reave: Personally, I'm not too happy about this one. I despise Hydroid's Tidal Surge because it's utterly useless and uncontrollable and deeply angering that with frames only having 4 powers one was wasted. This doesn't do much better. It's an uncontrollable dash -- I find myself constantly scanning for straightaways to use this thing on, instead of just feeling secure that it's there and ready when I need it. On top of that, the "heal" and "replenish" are pitiful. I hardly notice them and use the power solely out of personal stubbornness than actual utility. I think the suggestion of having Rev become a cloud of sentient energy that drains has he wishes is a good one. It would be more creepy, would bring some better playability to the frame, and would be a whole lot more fun. Either way, up the drain ratio -- this thing should be killing mobs like the chumps they are.

Dance Macabre: I thought I'd hate a twirling 17th century fop. But I don't. I like the look of it. Overshields though? If Rev is going to be something (other than master of a horde -- which he barely is), he should be an overshields BEAST. Make those overshields actually count for something. They're a) temporary (extremely temporary) and b) shields -- which people have pointed out are pretty weak in this game. Those drops should make him a monster -- 5K - 10k max overshields wouldn't be a stretch (Inaros' EHP is through the roof). The community has given some good advice for the rest of this one, so nothing to add.

Make him good, DE. The community has some great ideas. Listen and implement.

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3 hours ago, nokturnihs said:

You're not hammering anything into my head because A) you're an abrasive individual who thinks quite highly of your opinions and B) you seem to think yourself competent in every aspect of this game but you obviously are not.

As far as empty headed, you are also incorrect. I could go into detail on that but I'm not sure you're old enough or intelligent enough to understand. I probably earn more in an hour of work than you in a week at a guess, solely on my intellect. 

And you aren't right, because when I forma'd Rev up I played pub Revenant solely on high-end content including sorties and had ZERO problems.

I'm done with you. There was no need to be abrasive and our back and forth isn't doing anyone any favors. We don't agree. I know you're wrong and you think I am. If you're too insecure to handle someone not backing your opinions then that's your problem. 

First off I'm abrasive because it bothers people like you, who feel like they need to pull "totally real" IRL rank to try and win an internet argument about a videogame. Second I know what I know and after a few years that's enough to tell you that you're wrong. Especially when it's something as simple as allied players will murder your thralls without even trying, and that's counterproductive to how revenant's kit interacts.

And I bet you have a secret girlfriend overseas too, right? Look as cringe-inducing as that whole line is I'll leave it at this: if you're older than me there's something very wrong happening here.

Like that other guy said, you can do "high end" content with any frame as long as it has a potato installed. And some frames I don't think you even need that much. But that's not what I said: I said his kit isn't AFK friendly at anything past Pluto.

I'm almost 100% sure there's at least one person having a chuckle at this, but if you're skin's thin enough to consider this abrasive then I think we can agree for once, kiddo

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Who ever designed the frame they outdid themselves 10/10.  I am probably going to come back this once I get a couple more days playing the Revenant.

and I made this Fan Trailer lol

[media]

 

Edit: 9/3/2018


*****This is my experience, my opinion and I can be completely wrong.****

  • Overview/summary:
    •         Revenant seems to definitely fall into the category of mission support being usefull in missions like interception, long defense, survival . Being able to redirect incoming damage, remove buffs on the enemy by enthralling enemy ancient healers, bombards, and any other high damage enemy. As far as design its pretty awesome lol Definitely a fashion frame for not being primed (looking at you khora) lol. I don't think the nerf was justified, maybe it's just me, but I think the nerf should have been the lighting on the ability, or on fleeting expertise. There are a handful of frames that had/have high damage output AOE before being primed that werent nerfed for a long time as there animation was not as obnoxious on gameplay. Maybe revenant threatened that? idk hahah. I see the situation with revenant similar to when tiberon prime was released and some people weren't too happy with the riven disposition on such a powerful weapon. 
    •        The frame definitely benefits from; shield, zenurik energy Regen, high damage output weapons (amprex, phage, scoliac, etc.), sentinel like djinn with reawaken mod.
    • Summary points
      • Decent support cast frame/ casual frame
      • Not many builds possible in current state
      • Revenants danse macabre impact on some of the community similar to tiberon prime release
      • Nerf should have been seizure light effects on Danse macabre
      • Not very viable as most of his abilities are handicapped.
      • Design is op mates, very op. 11/10
  • Farming
    • It was maybe a notch more time consuming than farming nidus but not as time consuming as farming harrow.
  • Mechanics:
    • Abilities:
      • 1. Enthral 2/5:
        • For the most part the ability is decent I think 6 specters would have been fine (instead of 7), as it sucks having to recast constantly. They tend to do the job at redirecting damage by being a semi-distraction to enemies (sort of). the ability needs a buff so that the zealous thralls actually do damage, but this might be oversight on how damage in the game is scaled idk.
          • For example: Defend hostage sortie, with trinity and a fast reloading high fire rate weapon the hostage can carry you the entire way doing good amounts of damage for a "specter".
        • Also this ability is a bit pointless to cast in its current state since everyone is used to killing anything that moves lol. The spectors only seem to last long ( 4-5 minutes) after high level survival but get killed by squad eventually. They should be immune to squad damage and the ability should be able to be "uncasted" in case you decide you want more armor during survival idk.
        • Would be awesome if 2-3 revenants could enthral an eidelon to help with tridelon missions (wink..wink..)
      • 2. Mesmer skin 4/5:
        • Ability needs over 140% duration or a decent amount of shield on revenant to be viable.
        • Probably the only useful viable ability (currently)
        • shield gating prototype?
      • 3. Reave 1/5
        • The animation is pretty cool I guess (if you have over 140% range). Would be cool if the ability had a vomvalyst face instead of a cube of smoke,
        • Not enough width and too much energy consumed to be viable if you build for power strength. Not sure why power strength has negative effect on this ability.
        • this might be a stretch
          • but if the ability was to capture incoming fire and redirect it when the animation ends that would be cool.
          • or if the ability was able to convert enemy shields into energy cost of the ability and of danse macabre.
          • maybe remove the ability entirely and allow Revenant to summon a vomvalyst that provides over-shield and energy Regen at 0.5/s or turns sentinel into a vomvalyst energy form.
      • 4. Danse Macabre 3/5
        • It seemed viable on release, but ever since the update on him it seems as if the AOE was changed along with the decrease in efficiency. Its a decent ability, but I can see how it can become a nuisance with bright colors, or multiple revenants in a squad spamming 4 during defense.  The AOE should've remained a full 360 degrees impact or the animation needs to be sped up entirely.
        • Without casting mesmer skin the ability should not really be considered as press 4 to win. For example using danse macabre without casting does not prevent incoming fire.
        • In its current state any build would work for lower level content under lvl 60.
        • The nerf might have been unneeded as it seems that the nerf should have been the obnoxious lights (eidelon design i guess)
      •  

Final thoughts: I hope the best for nyx rework as currently nekros, oberon, and radiation loki seem to be better support frames.

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What if pressing the aim button for danse macabre not only boosts it normally, but also focuses the beams by actually aiming them to where you're looking at? The energy nerf could then be reverted and reversed or just reversed. It would give it more incentive on not just casting and forgetting while giving more player input.

 

Also changing the gas damage into radiation for infested and adding viral for corpus and grineer flesh.

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I would like to suggest that the thralls still receive damage from the flame pillars with at least half of the damage. 
And make the duration of the pillars longer. 

Also, can we have a different sound and FX when mesmer skin runs out? It can be the one where the eidolon loses it's shield and glow red and sound like it.
Or at least make the sound louder.

The new FX for dash is cool. Also I like how Revenant can still move his head and look around while dashing!

That's all of my 2 cents :P

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Pretty strange that you compared revenant to Inaros. Although the two of them are the only frames that have a spinning attack ability.

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Removed - the back and forth with the other forum user was neither constructive nor worthwhile - off-topic from the purpose of this thread

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I have 10.8 charges of mesmer skin, why on earth would you decimalize charges

I mean whats 0.8 of a charge, is he only 8 tenths stunned and he might wake up if you give him a nudge or something?

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Overall, I am enjoying Revenant so far. He is fun to use and his 4 is amazing. The thing is that although I find his other abilities fun, they are not the best and (with the exception of reave) do not fit the sentient themeing.

Here are some ideas for how to make them better.

1. Enthrall: Take this ability away from revenant, remove the energy pillar effect and then give it to Nyx. This would keep Nyx's mind control theme intact, as well as buffing her and making room for Revenant to have an ability more in line with his eidolon/sentient theme.

New ability replacing Enthrall: The new 1st ability should have something to do with the energy pillars or another eidolon based attack. Maybe he could spawn a few pillars or do that one attack the Teralyst does where it shoots the energy ball in the air and the smaller projectiles come out. For the ability they could home in on enemies.

2. Mesmer Skin: There are two ways to fix Mesmer skin. The first would be to give each charge a certain amount of health before being consumed. This would mean it wouldn't be consumed so quickly.

The second way to fix Mesmer skin while also making it more inline with the sentient theme would be to give you a temporary resistance to the damage types you have been hit with the most in the mission so far (similar to a battalyst's damage reduction). Alternatively the first method could be done and a permanent version of the second method could be made into his passive (with a cap on the reduction of course).

3. Reave: Not much wrong with this one, just make it a little faster and it should be fine in my opinion.

4. Danse Macabre: This ability is already very strong, and I don't think it needs any changes.

Conclusion: These were my Revenant ability change suggestions. Do you agree? What are your suggestions? Leave your answers and maybe we can get a good discussion going. 

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I dont agree sorry, 1 st is perfect and usefull ( plus fun and efective ), 2 nd is great and give him survive option, 3 rd maybe need overshields or stun enemies ?, and 4 th consume too much energy.

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Break my frame (daddy) DE.

------------------------------------

I suggest you revisiting the story so far if you think mind control isn't in line with sentients.

I really enjoy the 1st ability. My only problem with it is it being too contagious. You enthral a guy or two and in few seconds whole room of enemies are your thralls. You can't damage them with weapons. They don't do anything, cause well everyone is already turned.

Maybe toning down the rate at which ability spreads to enemies, so your thralls can become a better source of damage.

Of course if DE was thinking of them being as batteries instead of small personal squad, I guess that's fine too.

As for 2nd ability, cast time seems to long in comparison to the benefits it gives, at least to me. I haven't been using it much (at all, if you don't count initial tests).

Same issue with 3rd ability, cast time/animation doesn't feel right. It's like you loose control of your frame for few seconds. Personally only use it with 4th ability active or emergencies.

For people complaining about energy costs of 4th ability. It's a pretty strong ability, you need to balance it out. If you really want to use it a lot, mod your frame accordingly. I maxed out efficiency at it costs 5 eps (energy per second), it's more than manageable.

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Hi all, after being a long time MR25 lurker I've decided to post some feedback about our lovely Revenant! Thank you DE he's a nice addition to the toy-box! (This Post is already on the Revenant megathread, however as posts get lost in a sea of new posts it would be great to get some feedback about these ideas, also I've split out and added a Augment section). 

I've experimented with him and builds and this is how I would personally change him whilst keeping to the core DE vision of a Ghostly Eidolon Vampire Laser Fiend: 

Enthrall

Enthrall works well at the moment with the buff to 7 thralls being a good number. However where I feel the ability is getting clunky is where we have the two "linked" effects namely the shield drop and dps "pillar of light". The "pillar of light" disintegrate effect has a similar vibe to Oberon's augmented Hallowed Reckoning. Useful, but only when enemies are in close proximity and not reliable as damage due to teammates killing your thralls when spread out. 

1st change: On Kill, a pillar of eidolon energy erupts as normal. However instead of staying, the pillar would erupt for a split second then set enemies in a radius around the thrall alight with a "Eidolon Energy Burn Effect" I think this would work best as a Damage Over Time effect like a fire proc hitting enemies in a radius around the pillar. Good for skill based kills to maximise the DPS effect. Tag an enemy in the middle of the group then kill it to deal damage to enemies around it.  

2nd change: The disintegrate "pillar of fire" would spawn a ghostly vomvalyst projectile that seeks out any enemy survivors and gives them a good punch of dmg, possibly with a knockdown impact proc. This would be beneficial as other players killing thralls would actively contribute to DPS in the area. Also nice and Eidolon themed and Vomvalyst themed, also less eye burn with effect colours! 

Mesmer Skin

Mesmer skin works excellently at the moment, however it could use a minor tweak visually, maybe the "sleeping" enemies could grow ghostly eidolon energy tendrils out of them and if not enthralled they leave a "shield drop" when killed. Therefore this would create an active/passive element to Mesmer Skin to be tactically deployed when low on health/shields. Also for each charge of Mesmer Skin I think Revenant should become more "ghostly" and transparent to give players a visual cue of when the effect is active. 

Reave

Reave works ok, however I have a few tweaks to make it more interesting other than a buff to tweak the shield/health regen. For the visual effect, maybe it could be tweaked into a swarm of Vomvalysts doing their dash attack 🙂

1. "sleeping enemies" would now give double amounts of shield if dashed through. This would give a tactical use for Mesmer Skin providing much needed shields to a damaged Revenant. 

2. Enthralled enemies give the standard increase in shields/health as normal

3. Enemies suffering the "Eidolon Energy Burn" would give the effect of a radial burst of health regen to warframes in range maybe 3 seconds of healing or increased team shield regen. Teamwork effect and a skill base "timing" effect. 🙂 (The heal/shield burst healing comes from the idea of vomvalysts healing the Eidolon's on the PoE fights) 

Danse Macabre

Two minor changes: 

1st change would be that the eidolon lasers would converge and focus onto single enemies when "channelling" to do more DPS and also auto target the closest ground/aerial opponents. I'd also add the damage over time "Eidolon Energy Burn" effect with a change to proc per pulse of the beam. I think this change would work so that a player would choose to hit heavy enemies harder, whilst leaving the "spin beam" to mop up the squishy mob enemies. 

2nd change "sleeping enemies" and enthralled enemies would drop "shield pickups" to increase the amount of shield pickups. This could also be extended to affect Equinox's enemies under "sleep" and Ivara's "sleep arrow".  

 

Augment Ideas: 

Enthrall: "Enthralling Warden": Enthrall now casts a Vomvalyst ghost that exists for X duration, acting like a sentinel. The vomvalyst shoots enemies turning them into Thralls. 

Reave 1: "Energising Reave": Reave through 4 enthralled enemies and Revenant gains 1 charge back of Mesmer Skin and 25...50 energy (rank up effect). 

Reave 2: "Enthralling Reave" for each charge of Mesmer Skin active Revenant instantly Enthrall's enemies that he Reaves through, depleting the Mesmer skin charges per enemy hit. 

Mesmer Skin: "Mesmerizing Scream": activate Mesmer Skin as normal, when Mesmer Skin is re-cast Revenant lets out a bone chilling Eidolon scream, knocking enemies to the floor in a radius around him, for each charge of Mesmer Skin knocked down enemies take X % more damage for X amount of seconds. Synergy with Danse Macabre or weapons/melee for greater DPS whilst sacrificing survivability. 

Danse Macabre: "Awakening" When casting Danse Macabre Revenant summons a ghostly miniature Eidolon Teralyst that engages and attacks enemies with lasers and a stomp attack knocking them down in a radius around it for X duration (persists after Revenant stops Danse Macabre). Revenant looses the ability to "boost" the Danse Macabre lasers. CC affect for Revenant allowing the Eidolon Teralyst to taunt enemies and knock them prone for swift laser death.
 

New Passive Idea:

As my ideas above give Revenant new "knock down" effects, I would change the Passive to a new one aptly named...

"Warden of the Plains" for every 675 shields of his shields depleted Revenant summons a Vomvalyst ghost that dashes into enemies detonating and inflicting a radiation proc on them in a radius. 

Please give me your feedback on my ideas, I'd be interested to know if you think these changes could work or if you have a better idea to add to mine 🙂🙂

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Il y a 7 heures, SenorClipClop a dit :

I'm a little confused with the Abilities tab at the moment. The cost of Danse Macabre is 20 Energy per second, but putting on just Streamline drops that cost to 10/sec. Last time I checked, 70% of 20 isn't 10. I'm not sure if the value hasn't been changed against modded values with the latest update, or what.

the nerf is not effective, the 4th ability is still at 12.2

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Had to abort a solo defence in which I was having fun with his Enthrall because the game got confused as to whether enemies were cleared - they were, it was the tiny Grineer galleon map so there was nowhere one could have spawned that was hiding, but I did end up killing my thralls when I ran out of hostiles so that may have messed up the end-of-wave trigger condition.  This was before the hotfix, though I saw no mention of it in the notes.

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I love it tho for me I think enthrall thralls should work like nekros shadows but only you can kill them and they don't count as the staff you have to kill in a defence mission

and for Mesmer skin I think it should have 1 - 2 sec gate where you can't be touched so the it isn't gone in 1 or 2 seconds  

P.S I love the augment Idea

 

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His 1&2&3 can all stay the way they are. What really needs to change is Danse Macabre.

  1. Spinning all the time is incredibly ineffective in certain terrains
  2. He can't guide his 4th ability
  3. if one turn takes 1sec your basically killing his dps possibilities

Solution:

Make his 4th a guided ability using his left arm (because energy flow) emitting a guided beam (don't change dps values). On LMB use his 2nd arm to emit beams from his fingers and start turning in the process.

Keep his 4 the way it is now and he will be a Fodder Frame

 

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hace 36 minutos, ShadowOptics dijo:

Mesmer Skin: "Mesmerizing Scream": activate Mesmer Skin as normal, when Mesmer Skin is re-cast Revenant lets out a bone chilling Eidolon scream, knocking enemies to the floor in a radius around him, for each charge of Mesmer Skin knocked down enemies take X % more damage for X amount of seconds. Synergy with Danse Macabre or weapons/melee for greater DPS whilst sacrificing survivability. 

Thing is, he has no survivability to sacrifice.  Mesmer skin works great when you have 3-4 enemies around, something that usually doesn't happen. recasting it every 4-5 seconds is not fun.

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DE please please please get rid of friend fire for the thralls. Every time i get thralls my squad just kills them. I dont know if its to troll or becasue they dont realise its a thrall and just shoot blindly. They are essentially useless at this point. Also get rid of the time limit. These two things make enthrall pretty useless and i love revenant but only his 4th ability is actually useful to me. Of course the 2nd and 3rd ability are great and i love them too but enthrall needs some work.

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